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Diffstat (limited to 'libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp | 656 |
1 files changed, 0 insertions, 656 deletions
diff --git a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp b/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp deleted file mode 100644 index fc2ed04..0000000 --- a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp +++ /dev/null @@ -1,656 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - - - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file MS3DLoader.cpp - * @brief Implementation of the Ms3D importer class. - * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt - */ - - -#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER - -// internal headers -#include "MS3DLoader.h" -#include <assimp/StreamReader.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/scene.h> -#include <assimp/IOSystem.hpp> -#include <assimp/importerdesc.h> -#include <map> - -using namespace Assimp; - -static const aiImporterDesc desc = { - "Milkshape 3D Importer", - "", - "", - "http://chumbalum.swissquake.ch/", - aiImporterFlags_SupportBinaryFlavour, - 0, - 0, - 0, - 0, - "ms3d" -}; - -// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH -// (enable old code path, which generates extra nodes per mesh while -// the newer code uses aiMesh::mName to express the name of the -// meshes (a.k.a. groups in MS3D)) - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -MS3DImporter::MS3DImporter() - : mScene() -{} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -MS3DImporter::~MS3DImporter() -{} -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const -{ - static const char* tokens[] = { "MS3D000000" }; - return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens)); -} - -// ------------------------------------------------------------------------------------------------ -const aiImporterDesc* MS3DImporter::GetInfo () const -{ - return &desc; -} - -// ------------------------------------------------------------------------------------------------ -void ReadColor(StreamReaderLE& stream, aiColor4D& ambient) -{ - // aiColor4D is packed on gcc, implicit binding to float& fails therefore. - stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a; -} - -// ------------------------------------------------------------------------------------------------ -void ReadVector(StreamReaderLE& stream, aiVector3D& pos) -{ - // See note in ReadColor() - stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z; -} - -// ------------------------------------------------------------------------------------------------ -template<typename T> -void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp) -{ - uint16_t cnt; - stream >> cnt; - - for(unsigned int i = 0; i < cnt; ++i) { - uint32_t index, clength; - stream >> index >> clength; - - if(index >= outp.size()) { - ASSIMP_LOG_WARN("MS3D: Invalid index in comment section"); - } - else if (clength > stream.GetRemainingSize()) { - throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range"); - } - else { - outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength); - } - stream.IncPtr(clength); - } -} - -// ------------------------------------------------------------------------------------------------ -template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher) -{ - return in > lower && in <= higher; -} - -// ------------------------------------------------------------------------------------------------ -void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, - std::vector<bool>& hadit, - aiNode* nd, - const aiMatrix4x4& absTrafo) -{ - unsigned int cnt = 0; - for(size_t i = 0; i < joints.size(); ++i) { - if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { - ++cnt; - } - } - - nd->mChildren = new aiNode*[nd->mNumChildren = cnt]; - cnt = 0; - for(size_t i = 0; i < joints.size(); ++i) { - if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { - aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name); - ch->mParent = nd; - - ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())* - aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation); - - const aiMatrix4x4 abs = absTrafo*ch->mTransformation; - for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) { - aiMesh* const msh = mScene->mMeshes[a]; - for(unsigned int n = 0; n < msh->mNumBones; ++n) { - aiBone* const bone = msh->mBones[n]; - - if(bone->mName == ch->mName) { - bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse(); - } - } - } - - hadit[i] = true; - CollectChildJoints(joints,hadit,ch,abs); - } - } -} - -// ------------------------------------------------------------------------------------------------ -void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd) -{ - std::vector<bool> hadit(joints.size(),false); - aiMatrix4x4 trafo; - - CollectChildJoints(joints,hadit,nd,trafo); -} - -// ------------------------------------------------------------------------------------------------ -// Imports the given file into the given scene structure. -void MS3DImporter::InternReadFile( const std::string& pFile, - aiScene* pScene, IOSystem* pIOHandler) -{ - - auto file = pIOHandler->Open(pFile, "rb"); - if (!file) - throw DeadlyImportError("MS3D: Could not open ", pFile); - - StreamReaderLE stream(file); - - // CanRead() should have done this already - char head[10]; - int32_t version; - - mScene = pScene; - - - // 1 ------------ read into temporary data structures mirroring the original file - - stream.CopyAndAdvance(head,10); - stream >> version; - if (strncmp(head,"MS3D000000",10)) { - throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: ", pFile); - } - - if (version != 4) { - throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected"); - } - - uint16_t verts; - stream >> verts; - - std::vector<TempVertex> vertices(verts); - for (unsigned int i = 0; i < verts; ++i) { - TempVertex& v = vertices[i]; - - stream.IncPtr(1); - ReadVector(stream,v.pos); - v.bone_id[0] = stream.GetI1(); - v.ref_cnt = stream.GetI1(); - - v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX; - v.weights[1] = v.weights[2] = v.weights[3] = 0.f; - v.weights[0] = 1.f; - } - - uint16_t tris; - stream >> tris; - - std::vector<TempTriangle> triangles(tris); - for (unsigned int i = 0;i < tris; ++i) { - TempTriangle& t = triangles[i]; - - stream.IncPtr(2); - for (unsigned int j = 0; j < 3; ++j) { - t.indices[j] = stream.GetI2(); - } - - for (unsigned int j = 0; j < 3; ++j) { - ReadVector(stream,t.normals[j]); - } - - for (unsigned int j = 0; j < 3; ++j) { - stream >> (float&)(t.uv[j].x); // see note in ReadColor() - } - for (unsigned int j = 0; j < 3; ++j) { - stream >> (float&)(t.uv[j].y); - } - - t.sg = stream.GetI1(); - t.group = stream.GetI1(); - } - - uint16_t grp; - stream >> grp; - - bool need_default = false; - std::vector<TempGroup> groups(grp); - for (unsigned int i = 0;i < grp; ++i) { - TempGroup& t = groups[i]; - - stream.IncPtr(1); - stream.CopyAndAdvance(t.name,32); - - t.name[32] = '\0'; - uint16_t num; - stream >> num; - - t.triangles.resize(num); - for (unsigned int j = 0; j < num; ++j) { - t.triangles[j] = stream.GetI2(); - } - t.mat = stream.GetI1(); - if (t.mat == UINT_MAX) { - need_default = true; - } - } - - uint16_t mat; - stream >> mat; - - std::vector<TempMaterial> materials(mat); - for (unsigned int j = 0;j < mat; ++j) { - TempMaterial& t = materials[j]; - - stream.CopyAndAdvance(t.name,32); - t.name[32] = '\0'; - - ReadColor(stream,t.ambient); - ReadColor(stream,t.diffuse); - ReadColor(stream,t.specular); - ReadColor(stream,t.emissive); - stream >> t.shininess >> t.transparency; - - stream.IncPtr(1); - - stream.CopyAndAdvance(t.texture,128); - t.texture[128] = '\0'; - - stream.CopyAndAdvance(t.alphamap,128); - t.alphamap[128] = '\0'; - } - - float animfps, currenttime; - uint32_t totalframes; - stream >> animfps >> currenttime >> totalframes; - - uint16_t joint; - stream >> joint; - - std::vector<TempJoint> joints(joint); - for(unsigned int ii = 0; ii < joint; ++ii) { - TempJoint& j = joints[ii]; - - stream.IncPtr(1); - stream.CopyAndAdvance(j.name,32); - j.name[32] = '\0'; - - stream.CopyAndAdvance(j.parentName,32); - j.parentName[32] = '\0'; - - ReadVector(stream,j.rotation); - ReadVector(stream,j.position); - - j.rotFrames.resize(stream.GetI2()); - j.posFrames.resize(stream.GetI2()); - - for(unsigned int a = 0; a < j.rotFrames.size(); ++a) { - TempKeyFrame& kf = j.rotFrames[a]; - stream >> kf.time; - ReadVector(stream,kf.value); - } - for(unsigned int a = 0; a < j.posFrames.size(); ++a) { - TempKeyFrame& kf = j.posFrames[a]; - stream >> kf.time; - ReadVector(stream,kf.value); - } - } - - if(stream.GetRemainingSize() > 4) { - uint32_t subversion; - stream >> subversion; - if (subversion == 1) { - ReadComments<TempGroup>(stream,groups); - ReadComments<TempMaterial>(stream,materials); - ReadComments<TempJoint>(stream,joints); - - // model comment - print it for we have such a nice log. - if (stream.GetI4()) { - const size_t len = static_cast<size_t>(stream.GetI4()); - if (len > stream.GetRemainingSize()) { - throw DeadlyImportError("MS3D: Model comment is too long"); - } - - const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len); - ASSIMP_LOG_DEBUG("MS3D: Model comment: ", s); - } - - if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) { - for(unsigned int i = 0; i < verts; ++i) { - TempVertex& v = vertices[i]; - v.weights[3]=1.f; - for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) { - v.bone_id[n+1] = stream.GetI1(); - v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f; - } - stream.IncPtr((subversion-1)<<2u); - } - - // even further extra data is not of interest for us, at least now now. - } - } - } - - // 2 ------------ convert to proper aiXX data structures ----------------------------------- - - if (need_default && materials.size()) { - ASSIMP_LOG_WARN("MS3D: Found group with no material assigned, spawning default material"); - // if one of the groups has no material assigned, but there are other - // groups with materials, a default material needs to be added ( - // scenepreprocessor adds a default material only if nummat==0). - materials.push_back(TempMaterial()); - TempMaterial& m = materials.back(); - - strcpy(m.name,"<MS3D_DefaultMat>"); - m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0); - m.transparency = 1.f; - m.shininess = 0.f; - - // this is because these TempXXX struct's have no c'tors. - m.texture[0] = m.alphamap[0] = '\0'; - - for (unsigned int i = 0; i < groups.size(); ++i) { - TempGroup& g = groups[i]; - if (g.mat == UINT_MAX) { - g.mat = static_cast<unsigned int>(materials.size()-1); - } - } - } - - // convert materials to our generic key-value dict-alike - if (materials.size()) { - pScene->mMaterials = new aiMaterial*[materials.size()]; - for (size_t i = 0; i < materials.size(); ++i) { - - aiMaterial* mo = new aiMaterial(); - pScene->mMaterials[pScene->mNumMaterials++] = mo; - - const TempMaterial& mi = materials[i]; - - aiString tmp; - if (0[mi.alphamap]) { - tmp = aiString(mi.alphamap); - mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0)); - } - if (0[mi.texture]) { - tmp = aiString(mi.texture); - mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0)); - } - if (0[mi.name]) { - tmp = aiString(mi.name); - mo->AddProperty(&tmp,AI_MATKEY_NAME); - } - - mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT); - mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE); - mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR); - mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE); - - mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS); - mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY); - - const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud; - mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL); - } - } - - // convert groups to meshes - if (groups.empty()) { - throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed"); - } - - pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())](); - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - - aiMesh* m = pScene->mMeshes[i] = new aiMesh(); - const TempGroup& g = groups[i]; - - if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) { - throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed"); - } // no error if no materials at all - scenepreprocessor adds one then - - m->mMaterialIndex = g.mat; - m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; - - m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())]; - m->mNumVertices = m->mNumFaces*3; - - // storage for vertices - verbose format, as requested by the postprocessing pipeline - m->mVertices = new aiVector3D[m->mNumVertices]; - m->mNormals = new aiVector3D[m->mNumVertices]; - m->mTextureCoords[0] = new aiVector3D[m->mNumVertices]; - m->mNumUVComponents[0] = 2; - - typedef std::map<unsigned int,unsigned int> BoneSet; - BoneSet mybones; - - for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) { - aiFace& f = m->mFaces[j]; - if (g.triangles[j]>triangles.size()) { - throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed"); - } - - TempTriangle& t = triangles[g.triangles[j]]; - f.mIndices = new unsigned int[f.mNumIndices=3]; - - for (unsigned int k = 0; k < 3; ++k,++n) { - if (t.indices[k]>vertices.size()) { - throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed"); - } - - const TempVertex& v = vertices[t.indices[k]]; - for(unsigned int a = 0; a < 4; ++a) { - if (v.bone_id[a] != UINT_MAX) { - if (v.bone_id[a] >= joints.size()) { - throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed"); - } - if (mybones.find(v.bone_id[a]) == mybones.end()) { - mybones[v.bone_id[a]] = 1; - } - else ++mybones[v.bone_id[a]]; - } - } - - // collect vertex components - m->mVertices[n] = v.pos; - - m->mNormals[n] = t.normals[k]; - m->mTextureCoords[0][n] = aiVector3D(t.uv[k].x,1.f-t.uv[k].y,0.0); - f.mIndices[k] = n; - } - } - - // allocate storage for bones - if(!mybones.empty()) { - std::vector<unsigned int> bmap(joints.size()); - m->mBones = new aiBone*[mybones.size()](); - for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) { - aiBone* const bn = m->mBones[m->mNumBones] = new aiBone(); - const TempJoint& jnt = joints[(*it).first]; - - bn->mName.Set(jnt.name); - bn->mWeights = new aiVertexWeight[(*it).second]; - - bmap[(*it).first] = m->mNumBones++; - } - - // .. and collect bone weights - for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) { - TempTriangle& t = triangles[g.triangles[j]]; - - for (unsigned int k = 0; k < 3; ++k,++n) { - const TempVertex& v = vertices[t.indices[k]]; - for(unsigned int a = 0; a < 4; ++a) { - const unsigned int bone = v.bone_id[a]; - if(bone==UINT_MAX){ - continue; - } - - aiBone* const outbone = m->mBones[bmap[bone]]; - aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++]; - - outwght.mVertexId = n; - outwght.mWeight = v.weights[a]; - } - } - } - } - } - - // ... add dummy nodes under a single root, each holding a reference to one - // mesh. If we didn't do this, we'd lose the group name. - aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>"); - -#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH - rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)](); - - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - aiNode* nd = rt->mChildren[i] = new aiNode(); - - const TempGroup& g = groups[i]; - - // we need to generate an unique name for all mesh nodes. - // since we want to keep the group name, a prefix is - // prepended. - nd->mName = aiString("<MS3DMesh>_"); - nd->mName.Append(g.name); - nd->mParent = rt; - - nd->mMeshes = new unsigned int[nd->mNumMeshes = 1]; - nd->mMeshes[0] = i; - } -#else - rt->mMeshes = new unsigned int[pScene->mNumMeshes]; - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - rt->mMeshes[rt->mNumMeshes++] = i; - } -#endif - - // convert animations as well - if(joints.size()) { -#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH - rt->mChildren = new aiNode*[1](); - rt->mNumChildren = 1; - - aiNode* jt = rt->mChildren[0] = new aiNode(); -#else - aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode(); -#endif - jt->mParent = rt; - CollectChildJoints(joints,jt); - jt->mName.Set("<MS3DJointRoot>"); - - pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ]; - aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation(); - - anim->mName.Set("<MS3DMasterAnim>"); - - // carry the fps info to the user by scaling all times with it - anim->mTicksPerSecond = animfps; - - // leave duration at its default, so ScenePreprocessor will fill an appropriate - // value (the values taken from some MS3D files seem to be too unreliable - // to pass the validation) - // anim->mDuration = totalframes/animfps; - - anim->mChannels = new aiNodeAnim*[joints.size()](); - for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) { - if ((*it).rotFrames.empty() && (*it).posFrames.empty()) { - continue; - } - - aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); - nd->mNodeName.Set((*it).name); - - if ((*it).rotFrames.size()) { - nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()]; - for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) { - aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++]; - - q.mTime = (*rot).time*animfps; - q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)* - aiMatrix4x4().FromEulerAnglesXYZ((*rot).value))); - } - } - - if ((*it).posFrames.size()) { - nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()]; - - aiQuatKey* qu = nd->mRotationKeys; - for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) { - aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++]; - - v.mTime = (*pos).time*animfps; - v.mValue = (*it).position + (*pos).value; - } - } - } - // fixup to pass the validation if not a single animation channel is non-trivial - if (!anim->mNumChannels) { - anim->mChannels = nullptr; - } - } -} - -#endif |